sndCover now falls back to sndWatchThis OR sndFire.
sndDrat and sndBugger now fall back to each other.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uLandTexture;
interface
uses SDLh;
procedure initModule;
procedure freeModule;
procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
procedure DrawLand(dX, dY: LongInt);
procedure ResetLand;
procedure SetLandTexture;
implementation
uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender, uUtils;
const TEXSIZE = 128;
// in avoid tile borders stretch the blurry texture by 1 pixel more
BLURRYLANDOVERLAP: real = 1 / TEXSIZE / 2.0; // 1 pixel divided by texsize and blurry land scale factor
type TLandRecord = record
shouldUpdate, landAdded: boolean;
tex: PTexture;
end;
var LandTextures: array of array of TLandRecord;
tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord;
LANDTEXARW: LongWord;
LANDTEXARH: LongWord;
function Pixels(x, y: Longword): Pointer;
var ty: Longword;
begin
for ty:= 0 to TEXSIZE - 1 do
Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);
Pixels:= @tmpPixels
end;
function Pixels2(x, y: Longword): Pointer;
var tx, ty: Longword;
begin
for ty:= 0 to TEXSIZE - 1 do
for tx:= 0 to TEXSIZE - 1 do
tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask;
Pixels2:= @tmpPixels
end;
procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
var tx, ty: Longword;
tSize : LongInt;
begin
if cOnlyStats then exit;
if (Width <= 0) or (Height <= 0) then
exit;
checkFails((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true);
checkFails(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true);
checkFails((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true);
checkFails(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true);
if not allOK then exit;
tSize:= TEXSIZE;
// land textures have half the size/resolution in blurry mode
if (cReducedQuality and rqBlurryLand) <> 0 then
tSize:= tSize * 2;
for ty:= Y div tSize to (Y + Height - 1) div tSize do
for tx:= X div tSize to (X + Width - 1) div tSize do
begin
if not LandTextures[tx, ty].shouldUpdate then
begin
LandTextures[tx, ty].shouldUpdate:= true;
inc(dirtyLandTexCount);
end;
LandTextures[tx, ty].landAdded:= landAdded
end;
end;
procedure RealLandTexUpdate(x1, x2, y1, y2: LongInt);
var x, y, ty, tx, lx, ly : LongWord;
isEmpty: boolean;
begin
if cOnlyStats then exit;
(*
if LandTextures[0, 0].tex = nil then
for x:= 0 to LANDTEXARW -1 do
for y:= 0 to LANDTEXARH - 1 do
with LandTextures[x, y] do
begin
tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
glBindTexture(GL_TEXTURE_2D, tex^.id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
end
else
*)
for x:= x1 to x2 do
for y:= y1 to y2 do
with LandTextures[x, y] do
if shouldUpdate then
begin
shouldUpdate:= false;
dec(dirtyLandTexCount);
isEmpty:= not landAdded;
landAdded:= false;
ty:= 0;
tx:= 1;
ly:= y * TEXSIZE;
lx:= x * TEXSIZE;
// first check edges
while isEmpty and (ty < TEXSIZE) do
begin
isEmpty:= LandPixels[ly + ty, lx] and AMask = 0;
if isEmpty then isEmpty:= LandPixels[ly + ty, Pred(lx + TEXSIZE)] and AMask = 0;
inc(ty)
end;
while isEmpty and (tx < TEXSIZE-1) do
begin
isEmpty:= LandPixels[ly, lx + tx] and AMask = 0;
if isEmpty then isEmpty:= LandPixels[Pred(ly + TEXSIZE), lx + tx] and AMask = 0;
inc(tx)
end;
// then search every other remaining. does this sort of stuff defeat compiler opts?
ty:= 2;
while isEmpty and (ty < TEXSIZE-1) do
begin
tx:= 2;
while isEmpty and (tx < TEXSIZE-1) do
begin
isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
inc(tx,2)
end;
inc(ty,2);
end;
// and repeat
ty:= 1;
while isEmpty and (ty < TEXSIZE-1) do
begin
tx:= 1;
while isEmpty and (tx < TEXSIZE-1) do
begin
isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
inc(tx,2)
end;
inc(ty,2);
end;
if not isEmpty then
begin
if tex = nil then tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
glBindTexture(GL_TEXTURE_2D, tex^.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
end
else if tex <> nil then
FreeAndNilTexture(tex);
// nothing else to do
if dirtyLandTexCount < 1 then
exit;
end
end;
procedure DrawLand(dX, dY: LongInt);
var x, y, tX, ty, tSize, fx, lx, fy, ly: LongInt;
tScale: GLfloat;
overlap: boolean;
begin
// init values based on quality settings
if (cReducedQuality and rqBlurryLand) <> 0 then
begin
tSize:= TEXSIZE * 2;
tScale:= 2.0;
overlap:= (cReducedQuality and rqClampLess) <> 0;
end
else
begin
tSize:= TEXSIZE;
tScale:= 1.0;
overlap:= false;
end;
// figure out visible area
// first column
tx:= ViewLeftX - dx;
fx:= tx div tSize;
if tx < 0 then dec(fx);
fx:= max(0, fx);
// last column
tx:= ViewRightX - dx;
lx:= tx div tSize;
if tx < 0 then dec(lx);
lx:= min(LANDTEXARW -1, lx);
// all offscreen
if (fx > lx) then
exit;
// first row
ty:= ViewTopY - dy;
fy:= ty div tSize;
if ty < 0 then dec(fy);
fy:= max(0, fy);
// last row
ty:= ViewBottomY - dy;
ly:= ty div tSize;
if ty < 0 then dec(ly);
ly:= min(LANDTEXARH -1, ly);
// all offscreen
if (fy > ly) then
exit;
// update visible areas of landtex before drawing
if dirtyLandTexCount > 0 then
RealLandTexUpdate(fx, lx, fy, ly);
tX:= dX + tsize * fx;
// loop through columns
for x:= fx to lx do
begin
// loop through textures in this column
for y:= fy to ly do
with LandTextures[x, y] do
if tex <> nil then
begin
ty:= dY + y * tSize;
if overlap then
DrawTexture2(tX, ty, tex, tScale, BLURRYLANDOVERLAP)
else
DrawTexture(tX, ty, tex, tScale);
end;
// increment tX
inc(tX, tSize);
end;
end;
procedure SetLandTexture;
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
LANDTEXARW:= LAND_WIDTH div TEXSIZE;
LANDTEXARH:= LAND_HEIGHT div TEXSIZE;
end
else
begin
LANDTEXARW:= (LAND_WIDTH div TEXSIZE) div 2;
LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2;
end;
SetLength(LandTextures, LANDTEXARW, LANDTEXARH);
end;
procedure initModule;
begin
end;
procedure ResetLand;
var x, y: LongInt;
begin
for x:= 0 to LANDTEXARW - 1 do
for y:= 0 to LANDTEXARH - 1 do
with LandTextures[x, y] do
FreeAndNilTexture(tex);
end;
procedure freeModule;
begin
ResetLand;
if LandBackSurface <> nil then
SDL_FreeSurface(LandBackSurface);
LandBackSurface:= nil;
SetLength(LandTextures, 0, 0);
end;
end.